Добрый день! Можете пожалуйста поделиться костями ботов. Заранее благодарю :)
namespace PVE
{
enum PVE_BoneId
{
Bip01 = 0,
Bip01_Pelvis,
Locator_Locomotion,
Bip01_Spine,
Bip01_L_Thigh,
Bip01_R_Thigh,
Bip01_Spine1,
Bip01_Spine2,
Bip01_Spine3,
weaponPos_law,
Bip01_Neck,
Bip01_Head,
Bip01_L_Clavicle,
Bip01_R_Clavicle,
Bip01_L_UpperArm,
Bip01_L_Forearm,
Bip01_L_Hand,
Bip01_L_ForeTwist,
Bip01_L_Finger0,
Bip01_L_Finger1,
alt_weapon_bone01,
Bip01_L_Finger01,
Bip01_L_Finger02,
Bip01_L_Finger11,
Bip01_L_Finger12,
Bip01_R_UpperArm,
Bip01_R_Forearm,
Bip01_R_Hand,
Bip01_R_ForeTwist,
Bip01_R_Finger0,
Bip01_R_Finger1,
weapon_bone,
Bip01_R_Finger01,
Bip01_R_Finger02,
Bip01_R_Finger11,
Bip01_R_Finger12,
Bip01_L_Calf,
Bip01_L_Foot,
Bip01_L_Toe0,
Bip01_L_Heel,
Bip01_R_Calf,
Bip01_R_Foot,
Bip01_R_Toe0,
Bip01_R_Heel,
Locator_Collider,
};
DrawBoneById(pEnt, PVE::Bip01_Head, PVE::Bip01_Spine3, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Hand, PVE::Bip01_L_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Hand, PVE::Bip01_R_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_L_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_L_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine3, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine1, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine, PVE::Bip01_Spine1, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Thigh, PVE::Bip01_Spine, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Thigh, PVE::Bip01_Spine, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Calf, PVE::Bip01_L_Thigh, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Calf, PVE::Bip01_R_Thigh, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Toe0, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Toe0, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Calf, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Calf, Color);
}
Спасибо за отзывчивость, но они конкретно искажают ботов. У меня такие же, на пвп норм, а на пве смертьC++:namespace PVE { enum PVE_BoneId { Bip01 = 0, Bip01_Pelvis, Locator_Locomotion, Bip01_Spine, Bip01_L_Thigh, Bip01_R_Thigh, Bip01_Spine1, Bip01_Spine2, Bip01_Spine3, weaponPos_law, Bip01_Neck, Bip01_Head, Bip01_L_Clavicle, Bip01_R_Clavicle, Bip01_L_UpperArm, Bip01_L_Forearm, Bip01_L_Hand, Bip01_L_ForeTwist, Bip01_L_Finger0, Bip01_L_Finger1, alt_weapon_bone01, Bip01_L_Finger01, Bip01_L_Finger02, Bip01_L_Finger11, Bip01_L_Finger12, Bip01_R_UpperArm, Bip01_R_Forearm, Bip01_R_Hand, Bip01_R_ForeTwist, Bip01_R_Finger0, Bip01_R_Finger1, weapon_bone, Bip01_R_Finger01, Bip01_R_Finger02, Bip01_R_Finger11, Bip01_R_Finger12, Bip01_L_Calf, Bip01_L_Foot, Bip01_L_Toe0, Bip01_L_Heel, Bip01_R_Calf, Bip01_R_Foot, Bip01_R_Toe0, Bip01_R_Heel, Locator_Collider, }; DrawBoneById(pEnt, PVE::Bip01_Head, PVE::Bip01_Spine3, Color); DrawBoneById(pEnt, PVE::Bip01_L_Hand, PVE::Bip01_L_Forearm, Color); DrawBoneById(pEnt, PVE::Bip01_R_Hand, PVE::Bip01_R_Forearm, Color); DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_L_Forearm, Color); DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Forearm, Color); DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_R_Clavicle, Color); DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Clavicle, Color); DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_L_Clavicle, Color); DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_R_Clavicle, Color); DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine3, Color); DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine1, Color); DrawBoneById(pEnt, PVE::Bip01_Spine, PVE::Bip01_Spine1, Color); DrawBoneById(pEnt, PVE::Bip01_R_Thigh, PVE::Bip01_Spine, Color); DrawBoneById(pEnt, PVE::Bip01_L_Thigh, PVE::Bip01_Spine, Color); DrawBoneById(pEnt, PVE::Bip01_L_Calf, PVE::Bip01_L_Thigh, Color); DrawBoneById(pEnt, PVE::Bip01_R_Calf, PVE::Bip01_R_Thigh, Color); DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Toe0, Color); DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Toe0, Color); DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Calf, Color); DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Calf, Color); }
привет, как понять искажают?Спасибо за отзывчивость, но они конкретно искажают ботов. У меня такие же, на пвп норм, а на пве смерть
Индексы костей для пвп и пве разные.Спасибо за отзывчивость, но они конкретно искажают ботов. У меня такие же, на пвп норм, а на пве смерть
namespace PVE
{
enum PVE_BoneId
{
Bip01 = 0,
Bip01_Pelvis,
Locator_Locomotion,
Bip01_Spine,
Bip01_L_Thigh,
Bip01_R_Thigh,
Bip01_Spine1,
Bip01_Spine2,
Bip01_Spine3,
weaponPos_law,
Bip01_Neck,
Bip01_Head,
Bip01_L_Clavicle,
Bip01_R_Clavicle,
Bip01_L_UpperArm,
Bip01_L_Forearm,
Bip01_L_Hand,
Bip01_L_ForeTwist,
Bip01_L_Finger0,
Bip01_L_Finger1,
alt_weapon_bone01,
Bip01_L_Finger01,
Bip01_L_Finger02,
Bip01_L_Finger11,
Bip01_L_Finger12,
Bip01_R_UpperArm,
Bip01_R_Forearm,
Bip01_R_Hand,
Bip01_R_ForeTwist,
Bip01_R_Finger0,
Bip01_R_Finger1,
weapon_bone,
Bip01_R_Finger01,
Bip01_R_Finger02,
Bip01_R_Finger11,
Bip01_R_Finger12,
Bip01_L_Calf,
Bip01_L_Foot,
Bip01_L_Toe0,
Bip01_L_Heel,
Bip01_R_Calf,
Bip01_R_Foot,
Bip01_R_Toe0,
Bip01_R_Heel,
Locator_Collider,
};
}
namespace PVP
{
enum BoneId
{
Bip01 = 0,
Bip01_Pelvis,
Locator_Locomotion,
Bip01_Groin_Back,
Bip01_Groin_Front,
Bip01_L_Thigh,
Bip01_R_Thigh,
Bip01_Spine,
Bip01_Groin_Back_end,
Bip01_Groin_Front_end,
Bip01_L_Calf,
Bip01_L_Foot,
Bip01_L_Heel,
Bip01_L_Heel01,
Bip01_L_Toe0,
Bip01_L_Toe0Nub,
Bip01_L_Toe0Nub01,
Bip01_R_Calf,
Bip01_R_Foot,
Bip01_R_Heel,
Bip01_R_Heel01,
Bip01_R_Toe0,
Bip01_R_Toe0Nub,
Bip01_R_Toe0Nub01,
Bip01_Spine1,
Bip01_Spine2,
Bip01_Spine3,
weaponPos_law,
Bip01_Neck,
Bip01_Head,
Bip01_L_Clavicle,
Bip01_R_Clavicle,
Bip01_HNeck,
cameraBone,
eye_custom_left,
eye_custom_right,
eyelid_custom_left,
eyelid_custom_right,
Bip01_HNeck_end,
Bip_Camera01,
Bip01_L_UpperArm,
Bip01_L_Forearm,
Bip01_L_ForeTwist,
Bip01_L_Hand,
Bip01_L_ForeTwist1,
Bip01_L_ForeTwist2,
alt_weapon_bone01,
Bip01_L_Finger0,
Bip01_L_Finger1,
Bip01_L_Finger2,
Bip01_L_Finger3,
Bip01_L_Finger4,
NB_LHand_Push,
Bip01_L_Finger01,
Bip01_L_Finger02,
Bip01_L_Finger11,
Bip01_L_Finger12,
Bip01_L_Finger21,
Bip01_L_Finger22,
Bip01_L_Finger31,
Bip01_L_Finger32,
Bip01_L_Finger41,
Bip01_L_Finger42,
Bip01_R_UpperArm,
Bip01_R_Forearm,
Bip01_R_ForeTwist,
Bip01_R_Hand,
Bip01_R_ForeTwist1,
Bip01_R_ForeTwist2,
Bip01_R_Finger0,
Bip01_R_Finger1,
Bip01_R_Finger2,
Bip01_R_Finger3,
Bip01_R_Finger4,
NB_RHand_Push,
weapon_bone,
Bip01_R_Finger01,
Bip01_R_Finger02,
Bip01_R_Finger11,
Bip01_R_Finger12,
Bip01_R_Finger21,
Bip01_R_Finger22,
Bip01_R_Finger31,
Bip01_R_Finger32,
Bip01_R_Finger41,
Bip01_R_Finger42,
Locator_Collider,
};
}
void PVESkeleton(IEntity* pEnt, DWORD Color)
{
DrawBoneById(pEnt, PVE::Bip01_Head, PVE::Bip01_Spine3, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Hand, PVE::Bip01_L_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Hand, PVE::Bip01_R_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_L_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_L_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine3, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine1, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine, PVE::Bip01_Spine1, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Thigh, PVE::Bip01_Spine, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Thigh, PVE::Bip01_Spine, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Calf, PVE::Bip01_L_Thigh, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Calf, PVE::Bip01_R_Thigh, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Toe0, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Toe0, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Calf, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Calf, Color);
}
void PVPSkeleton(IEntity* pEnt, DWORD Color)
{
DrawBoneById(pEnt, PVP::Bip01_HNeck, PVP::Bip01_Head, Color);//21 - 13
DrawBoneById(pEnt, PVP::Bip01_R_ForeTwist2, PVP::Bip01_R_Hand, Color);//69-49
DrawBoneById(pEnt, PVP::Bip01_Head, PVP::Bip01_Spine3, Color);
DrawBoneById(pEnt, PVP::Bip01_L_Hand, PVP::Bip01_L_Forearm, Color);
DrawBoneById(pEnt, PVP::Bip01_R_Hand, PVP::Bip01_R_Forearm, Color);
DrawBoneById(pEnt, PVP::Bip01_L_UpperArm, PVP::Bip01_L_Forearm, Color);
DrawBoneById(pEnt, PVP::Bip01_R_UpperArm, PVP::Bip01_R_Forearm, Color);
DrawBoneById(pEnt, PVP::Bip01_L_UpperArm, PVP::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVP::Bip01_R_UpperArm, PVP::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVP::Bip01_Spine3, PVP::Bip01_L_Clavicle, Color);
DrawBoneById(pEnt, PVP::Bip01_Spine3, PVP::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVP::Bip01_Spine2, PVP::Bip01_Spine3, Color);
DrawBoneById(pEnt, PVP::Bip01_Spine2, PVP::Bip01_Spine1, Color);
DrawBoneById(pEnt, PVP::Bip01_Spine, PVP::Bip01_Spine1, Color);
DrawBoneById(pEnt, PVP::Bip01_R_Thigh, PVP::Bip01_Spine, Color);
DrawBoneById(pEnt, PVP::Bip01_L_Thigh, PVP::Bip01_Spine, Color);
DrawBoneById(pEnt, PVP::Bip01_L_Calf, PVP::Bip01_L_Thigh, Color);
DrawBoneById(pEnt, PVP::Bip01_R_Calf, PVP::Bip01_R_Thigh, Color);
DrawBoneById(pEnt, PVP::Bip01_R_Foot, PVP::Bip01_R_Toe0, Color);
DrawBoneById(pEnt, PVP::Bip01_L_Foot, PVP::Bip01_L_Toe0, Color);
DrawBoneById(pEnt, PVP::Bip01_L_Foot, PVP::Bip01_L_Calf, Color);
DrawBoneById(pEnt, PVP::Bip01_R_Foot, PVP::Bip01_R_Calf, Color);
}
Спасибо большое :)Индексы костей для пвп и пве разные.
Поэтому есть два массива, для пвп и пве.
Данный пример для пве работает отлично.
C++:namespace PVE { enum PVE_BoneId { Bip01 = 0, Bip01_Pelvis, Locator_Locomotion, Bip01_Spine, Bip01_L_Thigh, Bip01_R_Thigh, Bip01_Spine1, Bip01_Spine2, Bip01_Spine3, weaponPos_law, Bip01_Neck, Bip01_Head, Bip01_L_Clavicle, Bip01_R_Clavicle, Bip01_L_UpperArm, Bip01_L_Forearm, Bip01_L_Hand, Bip01_L_ForeTwist, Bip01_L_Finger0, Bip01_L_Finger1, alt_weapon_bone01, Bip01_L_Finger01, Bip01_L_Finger02, Bip01_L_Finger11, Bip01_L_Finger12, Bip01_R_UpperArm, Bip01_R_Forearm, Bip01_R_Hand, Bip01_R_ForeTwist, Bip01_R_Finger0, Bip01_R_Finger1, weapon_bone, Bip01_R_Finger01, Bip01_R_Finger02, Bip01_R_Finger11, Bip01_R_Finger12, Bip01_L_Calf, Bip01_L_Foot, Bip01_L_Toe0, Bip01_L_Heel, Bip01_R_Calf, Bip01_R_Foot, Bip01_R_Toe0, Bip01_R_Heel, Locator_Collider, }; } namespace PVP { enum BoneId { Bip01 = 0, Bip01_Pelvis, Locator_Locomotion, Bip01_Groin_Back, Bip01_Groin_Front, Bip01_L_Thigh, Bip01_R_Thigh, Bip01_Spine, Bip01_Groin_Back_end, Bip01_Groin_Front_end, Bip01_L_Calf, Bip01_L_Foot, Bip01_L_Heel, Bip01_L_Heel01, Bip01_L_Toe0, Bip01_L_Toe0Nub, Bip01_L_Toe0Nub01, Bip01_R_Calf, Bip01_R_Foot, Bip01_R_Heel, Bip01_R_Heel01, Bip01_R_Toe0, Bip01_R_Toe0Nub, Bip01_R_Toe0Nub01, Bip01_Spine1, Bip01_Spine2, Bip01_Spine3, weaponPos_law, Bip01_Neck, Bip01_Head, Bip01_L_Clavicle, Bip01_R_Clavicle, Bip01_HNeck, cameraBone, eye_custom_left, eye_custom_right, eyelid_custom_left, eyelid_custom_right, Bip01_HNeck_end, Bip_Camera01, Bip01_L_UpperArm, Bip01_L_Forearm, Bip01_L_ForeTwist, Bip01_L_Hand, Bip01_L_ForeTwist1, Bip01_L_ForeTwist2, alt_weapon_bone01, Bip01_L_Finger0, Bip01_L_Finger1, Bip01_L_Finger2, Bip01_L_Finger3, Bip01_L_Finger4, NB_LHand_Push, Bip01_L_Finger01, Bip01_L_Finger02, Bip01_L_Finger11, Bip01_L_Finger12, Bip01_L_Finger21, Bip01_L_Finger22, Bip01_L_Finger31, Bip01_L_Finger32, Bip01_L_Finger41, Bip01_L_Finger42, Bip01_R_UpperArm, Bip01_R_Forearm, Bip01_R_ForeTwist, Bip01_R_Hand, Bip01_R_ForeTwist1, Bip01_R_ForeTwist2, Bip01_R_Finger0, Bip01_R_Finger1, Bip01_R_Finger2, Bip01_R_Finger3, Bip01_R_Finger4, NB_RHand_Push, weapon_bone, Bip01_R_Finger01, Bip01_R_Finger02, Bip01_R_Finger11, Bip01_R_Finger12, Bip01_R_Finger21, Bip01_R_Finger22, Bip01_R_Finger31, Bip01_R_Finger32, Bip01_R_Finger41, Bip01_R_Finger42, Locator_Collider, }; }
C++:void PVESkeleton(IEntity* pEnt, DWORD Color) { DrawBoneById(pEnt, PVE::Bip01_Head, PVE::Bip01_Spine3, Color); DrawBoneById(pEnt, PVE::Bip01_L_Hand, PVE::Bip01_L_Forearm, Color); DrawBoneById(pEnt, PVE::Bip01_R_Hand, PVE::Bip01_R_Forearm, Color); DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_L_Forearm, Color); DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Forearm, Color); DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_R_Clavicle, Color); DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Clavicle, Color); DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_L_Clavicle, Color); DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_R_Clavicle, Color); DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine3, Color); DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine1, Color); DrawBoneById(pEnt, PVE::Bip01_Spine, PVE::Bip01_Spine1, Color); DrawBoneById(pEnt, PVE::Bip01_R_Thigh, PVE::Bip01_Spine, Color); DrawBoneById(pEnt, PVE::Bip01_L_Thigh, PVE::Bip01_Spine, Color); DrawBoneById(pEnt, PVE::Bip01_L_Calf, PVE::Bip01_L_Thigh, Color); DrawBoneById(pEnt, PVE::Bip01_R_Calf, PVE::Bip01_R_Thigh, Color); DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Toe0, Color); DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Toe0, Color); DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Calf, Color); DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Calf, Color); } void PVPSkeleton(IEntity* pEnt, DWORD Color) { DrawBoneById(pEnt, PVP::Bip01_HNeck, PVP::Bip01_Head, Color);//21 - 13 DrawBoneById(pEnt, PVP::Bip01_R_ForeTwist2, PVP::Bip01_R_Hand, Color);//69-49 DrawBoneById(pEnt, PVP::Bip01_Head, PVP::Bip01_Spine3, Color); DrawBoneById(pEnt, PVP::Bip01_L_Hand, PVP::Bip01_L_Forearm, Color); DrawBoneById(pEnt, PVP::Bip01_R_Hand, PVP::Bip01_R_Forearm, Color); DrawBoneById(pEnt, PVP::Bip01_L_UpperArm, PVP::Bip01_L_Forearm, Color); DrawBoneById(pEnt, PVP::Bip01_R_UpperArm, PVP::Bip01_R_Forearm, Color); DrawBoneById(pEnt, PVP::Bip01_L_UpperArm, PVP::Bip01_R_Clavicle, Color); DrawBoneById(pEnt, PVP::Bip01_R_UpperArm, PVP::Bip01_R_Clavicle, Color); DrawBoneById(pEnt, PVP::Bip01_Spine3, PVP::Bip01_L_Clavicle, Color); DrawBoneById(pEnt, PVP::Bip01_Spine3, PVP::Bip01_R_Clavicle, Color); DrawBoneById(pEnt, PVP::Bip01_Spine2, PVP::Bip01_Spine3, Color); DrawBoneById(pEnt, PVP::Bip01_Spine2, PVP::Bip01_Spine1, Color); DrawBoneById(pEnt, PVP::Bip01_Spine, PVP::Bip01_Spine1, Color); DrawBoneById(pEnt, PVP::Bip01_R_Thigh, PVP::Bip01_Spine, Color); DrawBoneById(pEnt, PVP::Bip01_L_Thigh, PVP::Bip01_Spine, Color); DrawBoneById(pEnt, PVP::Bip01_L_Calf, PVP::Bip01_L_Thigh, Color); DrawBoneById(pEnt, PVP::Bip01_R_Calf, PVP::Bip01_R_Thigh, Color); DrawBoneById(pEnt, PVP::Bip01_R_Foot, PVP::Bip01_R_Toe0, Color); DrawBoneById(pEnt, PVP::Bip01_L_Foot, PVP::Bip01_L_Toe0, Color); DrawBoneById(pEnt, PVP::Bip01_L_Foot, PVP::Bip01_L_Calf, Color); DrawBoneById(pEnt, PVP::Bip01_R_Foot, PVP::Bip01_R_Calf, Color); }
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz